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python PyGame五子棋小游戲

 更新時(shí)間:2022年01月17日 09:33:59   作者:Lucifer三思而后行  
大家好,本篇文章主要講的是python PyGame五子棋小游戲,感興趣的同學(xué)趕快來看一看吧,對(duì)你有幫助的話記得收藏一下,方便下次瀏覽

前言

PyGame 是一個(gè)專門設(shè)計(jì)來進(jìn)行游戲開發(fā)設(shè)計(jì)的 Python 模塊,允許實(shí)時(shí)電子游戲研發(fā)而無需被低級(jí)語言(如機(jī)器語言和匯編語言)束縛,使用起來非常的簡(jiǎn)單,非常適合新手拿來玩耍,本教程源碼均基于 Python 3.x 版本。

五子棋小游戲

1、簡(jiǎn)介

五子棋是我們小時(shí)候經(jīng)常玩的兩人對(duì)弈策略小游戲,規(guī)則簡(jiǎn)單:

1、對(duì)局雙方各執(zhí)一色棋子,常為黑白兩色;2、空棋盤開局;3、黑先、白后,交替下子,每次只能下一子;4、棋子下在棋盤的空白點(diǎn)上,棋子下定后,不得向其它點(diǎn)移動(dòng),不得從棋盤上拿掉或拿起另落別處;5、黑方的第一枚棋子可下在棋盤任意交叉點(diǎn)上;6、輪流下子是雙方的權(quán)利,但允許任何一方放棄下子權(quán),先形成5子連線者獲勝;

五子棋容易上手,規(guī)則簡(jiǎn)單,老少皆宜,而且趣味橫生,引人入勝。它不僅能增強(qiáng)思維能力,提高智力,而且富含哲理,有助于修身養(yǎng)性。

2、環(huán)境準(zhǔn)備

本次教程需要提前安裝好 Python 3.x 環(huán)境以及 PyGame 模塊,Python 環(huán)境建議安裝 Anaconda 以及 Jupyter,對(duì)于新手比較友好!

pip install jupyter
pip install pygame

安裝好 PyGame 模塊之后,咱們就可以正式開寫了!

3、初始化環(huán)境

首先需要引入以下模塊:

import sys
import random
import pygame
from pygame.locals import *
import pygame.gfxdraw
from collections import namedtuple

接著我們初始化棋盤的一些變量,便于下面寫代碼:

Chessman = namedtuple('Chessman', 'Name Value Color')
Point = namedtuple('Point', 'X Y')

BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))
WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))

offset = [(1, 0), (0, 1), (1, 1), (1, -1)]

SIZE = 30  # 棋盤每個(gè)點(diǎn)時(shí)間的間隔
Line_Points = 19  # 棋盤每行/每列點(diǎn)數(shù)
Outer_Width = 20  # 棋盤外寬度
Border_Width = 4  # 邊框?qū)挾?
Inside_Width = 4  # 邊框跟實(shí)際的棋盤之間的間隔
Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 邊框線的長(zhǎng)度
Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 網(wǎng)格線起點(diǎn)(左上角)坐標(biāo)
SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戲屏幕的高
SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戲屏幕的寬

Stone_Radius = SIZE // 2 - 3  # 棋子半徑
Stone_Radius2 = SIZE // 2 + 3
Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盤顏色
BLACK_COLOR = (0, 0, 0)
WHITE_COLOR = (255, 255, 255)
RED_COLOR = (200, 30, 30)
BLUE_COLOR = (30, 30, 200)

RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10

4、棋盤

通過上述變量畫出棋盤,主要源碼如下:

# 畫棋盤
def _draw_checkerboard(screen):
    # 填充棋盤背景色
    screen.fill(Checkerboard_Color)
    # 畫棋盤網(wǎng)格線外的邊框
    pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)
    # 畫網(wǎng)格線
    for i in range(Line_Points):
        pygame.draw.line(screen, BLACK_COLOR,
                         (Start_Y, Start_Y + SIZE * i),
                         (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),
                         1)
    for j in range(Line_Points):
        pygame.draw.line(screen, BLACK_COLOR,
                         (Start_X + SIZE * j, Start_X),
                         (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),
                         1)
    # 畫星位和天元
    for i in (3, 9, 15):
        for j in (3, 9, 15):
            if i == j == 9:
                radius = 5
            else:
                radius = 3
            # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)
            pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)
            pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)

5、黑白棋子

有了棋盤當(dāng)然少不了黑白棋子,比較簡(jiǎn)單:

# 畫棋子
def _draw_chessman(screen, point, stone_color):
    # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)
    pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)
    pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)

6、對(duì)局信息

每一局游戲不可缺少的就是雙方玩家的對(duì)局信息,主要展示雙方的黑白執(zhí)子以及戰(zhàn)況,關(guān)鍵源碼如下:

# 畫左側(cè)信息顯示
def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)

    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '電腦', BLUE_COLOR)

    print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '戰(zhàn)況:', BLUE_COLOR)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)), BLACK_CHESSMAN.Color)
    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 勝', BLUE_COLOR)
    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 勝', BLUE_COLOR)

def _draw_chessman_pos(screen, pos, stone_color):
    pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)
    pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)

畫出來的整體效果如下:

至此,整個(gè)棋盤的布局就完成了!

7、AI

由于咱們的小游戲不可以聯(lián)機(jī),因此大部分時(shí)間應(yīng)該都是人機(jī)對(duì)下,這樣就需要引入 AI 人機(jī),讓電腦作為對(duì)手陪我們下棋,主要源碼如下:

class AI:
    def __init__(self, line_points, chessman):
        self._line_points = line_points
        self._my = chessman
        self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN
        self._checkerboard = [[0] * line_points for _ in range(line_points)]

    def get_opponent_drop(self, point):
        self._checkerboard[point.Y][point.X] = self._opponent.Value

    def AI_drop(self):
        point = None
        score = 0
        for i in range(self._line_points):
            for j in range(self._line_points):
                if self._checkerboard[j][i] == 0:
                    _score = self._get_point_score(Point(i, j))
                    if _score > score:
                        score = _score
                        point = Point(i, j)
                    elif _score == score and _score > 0:
                        r = random.randint(0, 100)
                        if r % 2 == 0:
                            point = Point(i, j)
        self._checkerboard[point.Y][point.X] = self._my.Value
        return point

    def _get_point_score(self, point):
        score = 0
        for os in offset:
            score += self._get_direction_score(point, os[0], os[1])
        return score

    def _get_direction_score(self, point, x_offset, y_offset):
        count = 0   # 落子處我方連續(xù)子數(shù)
        _count = 0  # 落子處對(duì)方連續(xù)子數(shù)
        space = None   # 我方連續(xù)子中有無空格
        _space = None  # 對(duì)方連續(xù)子中有無空格
        both = 0    # 我方連續(xù)子兩端有無阻擋
        _both = 0   # 對(duì)方連續(xù)子兩端有無阻擋

        # 如果是 1 表示是邊上是我方子,2 表示敵方子
        flag = self._get_stone_color(point, x_offset, y_offset, True)
        if flag != 0:
            for step in range(1, 6):
                x = point.X + step * x_offset
                y = point.Y + step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二個(gè)空格退出
                    elif flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到邊也就是阻擋
                    if flag == 1:
                        both += 1
                    elif flag == 2:
                        _both += 1

        if space is False:
            space = None
        if _space is False:
            _space = None

        _flag = self._get_stone_color(point, -x_offset, -y_offset, True)
        if _flag != 0:
            for step in range(1, 6):
                x = point.X - step * x_offset
                y = point.Y - step * y_offset
                if 0 <= x < self._line_points and 0 <= y < self._line_points:
                    if _flag == 1:
                        if self._checkerboard[y][x] == self._my.Value:
                            count += 1
                            if space is False:
                                space = True
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _both += 1
                            break
                        else:
                            if space is None:
                                space = False
                            else:
                                break   # 遇到第二個(gè)空格退出
                    elif _flag == 2:
                        if self._checkerboard[y][x] == self._my.Value:
                            _both += 1
                            break
                        elif self._checkerboard[y][x] == self._opponent.Value:
                            _count += 1
                            if _space is False:
                                _space = True
                        else:
                            if _space is None:
                                _space = False
                            else:
                                break
                else:
                    # 遇到邊也就是阻擋
                    if _flag == 1:
                        both += 1
                    elif _flag == 2:
                        _both += 1

        score = 0
        if count == 4:
            score = 10000
        elif _count == 4:
            score = 9000
        elif count == 3:
            if both == 0:
                score = 1000
            elif both == 1:
                score = 100
            else:
                score = 0
        elif _count == 3:
            if _both == 0:
                score = 900
            elif _both == 1:
                score = 90
            else:
                score = 0
        elif count == 2:
            if both == 0:
                score = 100
            elif both == 1:
                score = 10
            else:
                score = 0
        elif _count == 2:
            if _both == 0:
                score = 90
            elif _both == 1:
                score = 9
            else:
                score = 0
        elif count == 1:
            score = 10
        elif _count == 1:
            score = 9
        else:
            score = 0

        if space or _space:
            score /= 2

        return score

    # 判斷指定位置處在指定方向上是我方子、對(duì)方子、空
    def _get_stone_color(self, point, x_offset, y_offset, next):
        x = point.X + x_offset
        y = point.Y + y_offset
        if 0 <= x < self._line_points and 0 <= y < self._line_points:
            if self._checkerboard[y][x] == self._my.Value:
                return 1
            elif self._checkerboard[y][x] == self._opponent.Value:
                return 2
            else:
                if next:
                    return self._get_stone_color(Point(x, y), x_offset, y_offset, False)
                else:
                    return 0
        else:
            return 0

8、完善

最后就是對(duì)規(guī)則的一些完善,比如落子,判斷輸贏以及勝利界面之類的編寫,關(guān)鍵源碼如下:

class Checkerboard:
    def __init__(self, line_points):
        self._line_points = line_points
        self._checkerboard = [[0] * line_points for _ in range(line_points)]

    def _get_checkerboard(self):
        return self._checkerboard

    checkerboard = property(_get_checkerboard)

    # 判斷是否可落子
    def can_drop(self, point):
        return self._checkerboard[point.Y][point.X] == 0

    def drop(self, chessman, point):
        """
        落子
        :param chessman:
        :param point:落子位置
        :return:若該子落下之后即可獲勝,則返回獲勝方,否則返回 None
        """
        print(f'{chessman.Name} ({point.X}, {point.Y})')
        self._checkerboard[point.Y][point.X] = chessman.Value

        if self._win(point):
            print(f'{chessman.Name}獲勝')
            return chessman

    # 判斷是否贏了
    def _win(self, point):
        cur_value = self._checkerboard[point.Y][point.X]
        for os in offset:
            if self._get_count_on_direction(point, cur_value, os[0], os[1]):
                return True

    def _get_count_on_direction(self, point, value, x_offset, y_offset):
        count = 1
        for step in range(1, 5):
            x = point.X + step * x_offset
            y = point.Y + step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break
        for step in range(1, 5):
            x = point.X - step * x_offset
            y = point.Y - step * y_offset
            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:
                count += 1
            else:
                break

        return count >= 5

至此,整個(gè)游戲就已經(jīng)制作完成,下面我們可以試玩一下:

說來慚愧,竟不敵人機(jī),再來一局,勝天半子,終于贏了!

總結(jié)

到此這篇關(guān)于python PyGame五子棋小游戲的文章就介紹到這了,更多相關(guān)python PyGame五子棋內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

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